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Creative Teaching through Virtual Reality

Funder: European CommissionProject code: 2021-1-ES01-KA220-ADU-000033619
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in adult education Funder Contribution: 175,414 EUR

Creative Teaching through Virtual Reality

Description

<< Background >>Adult education institutions are without a doubt the key environment where adult learners acquire all necessary skills and competences to navigate through their lives. For this matter, adult education institutions carry heavy responsibility in determining the future of adults. Digital technologies have revolutionized our society and schools’ systems at all levels are no less affected. Recent studies indicate that the use of technology is to great extent restricted to non-schools, leisure time activities, while engagement with technology for educational purposes in schools lags behind (OECD, 2015).The current global crisis shed a light on the weaknesses of some societal challenges, such as unpreparedness of education system on this reversal in the process of teaching. For educators, the COVID-19 pandemic is a quintessential adaptive and transformative challenge, one for which is no per-configured playbook that can guide appropriate responses. High quality educators are fundamental to the success of digital transformation in schools. Teachers, trainers, mentors, lifelong learning teachers need training and they need to become empowered using digital tools, so they eventually want to use them in the most efficient way.Our project addresses positive use of digital tools in adult educational institutions to ensure more inclusive and interactive learning. Implementing VR classrooms in school curriculum is without a doubt a creative and innovative solution to face unprecedented risks that pandemic evoked.Creating VR classrooms will enhance skills development and competences that reinforce creativity. Digital tools, such as virtual reality classrooms should complement traditional learning in schools. We would blend the idea of digital and analog learning to achieve better educational outcomes. But the latter can be only achieved if we teach adults on how to learn to use digital technologies responsibility. Hand in hand, digitization, and new innovative approaches of teaching pushes both adult participants and adult educators in a way to improve their skills, with a common goal: to create a re-engaging and effective education process.<< Objectives >>CT:VR project addresses positive use of digital tools in adult educational institutions to ensure more inclusive and interactive learning. Creating VR classrooms will enhance skills development and competences that reinforce creativity. Digital tools should complement traditional learning. We would blend the idea of digital and analog learning to achieve better educational outcomes.Throughout the project we aim to address digital equity, which means that all learners must have the same access to learning resources. Some new digital solutions and tools can be a barrier for someone, therefore through our project we will use publicly accessible tools (free of charge) to avoid exclusion of lower socio-economic background adults. Digital contents that will be the product of the project are much less expensive in comparison with traditional approaches and can be shared among learners and teachers in a click.In summary, project objectives are:-new ability of adult educators to implement VR/AR as part of curricula to be used in distant education-improved knowledge of innovative pedagogical tools and new technologies in adult education-improved teaching skills for raising attractivenes and usability of learning over distanceInvolved participants:-3 transnational meetings - 10 staff involved-at least 20 Zoom meetings - 10 staff involved-C1 training – 4 participants/education partner (16 total, each will train 3 in national context)-4 national workshops for adult educators (4 partners x 4 adult educators x 3 teachers =48 adult educators)-48 adult educators piloting CT:VR Curricula with 10 participants each (48 x 10 = 480 adult learners)-4 national multipliers - 100 participants-20 new networks between partners and local community-200 registered users on web platform-300 downloads of digital materialsImpact-created Curricula will remain within the work culture of partner organizations and become a new way to implement strategic actions for building innovative Curricula in other adult courses-training methodologies will be available on the platform and can be used, replicated or adapted to new forms in unpredictable ways, reaching high number of people-improved practices adapted to target group-improvement of teachers skills in order to raise skills of adults through innovative teaching methods-web platform will become a space where the organizations will be able to share best practices, tools, methodologies and challenges<< Implementation >>General activities:A1.Project Management – San ViatorA2. Communication (Dissemination) and Exploitation of the Results Plan - p-consultingA3. Dissemination among its network and within the partnership - all partnersA4. Risk Management Plan - Ljudska univerza PtujA5. Project logo - Brochure - Roll Up - GRETAA6. Project Website - Social Media (creation, updating and maintenance) – p-consultingA7. Quality Management Plan - Ljudska univerza PtujA8. Sustainability Plan – GRETAA9. Newsletters – Ljudska univerza Murska SobotaIntellectual outputs:O1: Research of VR tools and methodologies for teachers in adult educationO1/A1: Mapping of practices, methodologies and tools related to VR/AR in education, with specific attention to usage in adult educationa) Data collection: desk research, literature meta-analysis: literature and recent studies will be reviewed in databases and journals to find those studies which are relevant to adult education organizations; the main language of search will be English.b) National reports: based on desk research, prepared by each partner.c) Analysis: all materials found will be reviewed and clustered and then ranked according to their practicability to the project;d) Review and correction: all texts will be reviewed and proof-read; their usefulness for the work phases ahead will be assessed;e) Editing and online version: the Overall Report will be edited professionally by a marketing department of one partner organisation and published online.O2: CT:VR Curricula- O2/A1. Definition of the CT:VR Curricula (6 modules delivered)- O2/A2. Production of artistic, educational and didactical material- O2/A3. Design and creation of digital materials and interactive resources- O2/A4. Validation of the CT:VR Curricula through the implementation of a short staff training activity- O2/A5. Piloting at national level: workshops for further adult educators- O2/A6. Final version of Curricula delivered (PDF)O3: CT:VR Guidelines with tutorial videos- O3/A1. Mapping of practices, methodologies and tools related to VR/AR technology- O3/A2. Template for collection process: the activity leader will provide a template for data collection so that comparability is guaranteed; also good practice criteria for implementation is defined (max. 5-7 criteria);- O3/A3. Data preparation: desk research: All partners conduct the research after templates and prepare video tutorials (each partner 1 module, 12-15 video tutorials in general);- O3/A4. Analysis: all results found will be reviewed and clustered and then ranked according to the defined criteria; some of them will be taken into the guidelines;- O3/A5. Review and correction: all texts and videos will be reviewed;- O3/A6. Editing, layout and online version: CT:VR Guidelines will be edited professionally by a marketing department of one partner and will have interactive components for the online version (video tutorials).- O3/A7. Translation: CT:VR Guidelines and video tutorials will be translated into all partner languages.- O3/A8. Dissemination: CT:VR Guidelines will be one of the most practical outputs of the project, giving concrete ideas for implementation. Social media, newsletters and other external and internal networks will be used as main dissemination channels.<< Results >>Main results-1 CT:VR Needs analysis for theoretical background and evidence based publication on usability and advantages of VR/AR-1 CT:VR Curricula will list the procedures and methodologies needed for VR/AR implementation on organizational, teacher and participant level-1 CT:VR Guidelines with video tutorials to equip organizations with interactive material for practical implementation-1 CT:VR Web Platform with open source access to outputs (emphasis on VR/AR tools)-C1 training – 4 participants/education partner (20 total, each will train 3 in national context)-5 workshops for adult educators (5 partners x 4 educators x 3 teachers = 60 educators)-60 adult educators piloting CT:VR Curricula with 10 participants each (60 x 10 = 600 adult learners)-5 national multipliers – 100-130 participants-20 new networks between partners and local community-200 registered users on web platform-300 downloads of digital materialsQuantitative results:-number of participants in multiplier events (app. 200)-created networks between partners and the local community (app. 25 networks)-number of adult educators involved (app. 50)-number of adult educators trained in C1 (16)-number of users of CT:VR web platform (app. 500)-number of downloads of digital materials - Curricula and other tools (app. 400)-number of available VR open source tools (app. 10)-number of CT:VR Curricula for adult educators (1)-number of CT:VR case studies (app. 25)Qualitative indicators:-skills gained in training of adult educators in application of VR methods and tools at partner organizations-raised digital skills of teachers on VR levels (key competences)-impact of multipliers on the local community-quality and longevity of networks between organizations and local partners-number and quality of follow-up arrangements between local partners and participating organizations-usefulness of developed tools and methods and innovative curricula for its influence in practice-transferability of intellectual outputs to other contexts and countries-exploitation of VR in adult educationSustainability-curricula will be used by partners and their networks when the project is finished-partners will make effort to validate VR/AR as creative part of adult education curricula-VR/AR tools will be used by partners for implementation of innovative and creative learning methods-collection of good practices will be disseminated and used by the partners after the end of the project-all information will remain published in partners websites-project web platform will be maintained for 5 years after the end of project

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